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A History of Violence: Killing in D&D
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<blockquote data-quote="Thomas Shey" data-source="post: 9418151" data-attributes="member: 7026617"><p>I don't <em>specifically</em> know of one that is real-time or game-time based per se, but I do know several that have actual functional time and money based training systems that can work out to something close to it: RuneQuest, GURPS and a few others land here for example. The also have either a learn-by-doing system (RQ) or an experience system that is used to directly buy abilities (GURPS).</p><p></p><p>Advancement by session I know of two off the top of my head:</p><p></p><p>Fragged Empire (and its associated games like Fragged Kingdom) has you level every three sessions (they do assume a session is pretty close to an adventure so you could argue its "every three adventures" but they don't assume long multipart adventures there, each part would probably advance you). FE levels aren't as expansive as most D&D-sphere games make them; they just yield a point of Resource, a point of Influence, and a Trait (kind of a class feature/talent/feat sort of thing where most meaningful advancement in the game comes from).</p><p></p><p>13th Age does so in a roundabout fashion. You level after every four full heal-ups, and those are assumed to come (approximately; there's discussion of particularly weak or strong encounters changing that), and those are sort-of assumed to come once a session (though people with short sessions might only hit one every two).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9418151, member: 7026617"] I don't [I]specifically[/I] know of one that is real-time or game-time based per se, but I do know several that have actual functional time and money based training systems that can work out to something close to it: RuneQuest, GURPS and a few others land here for example. The also have either a learn-by-doing system (RQ) or an experience system that is used to directly buy abilities (GURPS). Advancement by session I know of two off the top of my head: Fragged Empire (and its associated games like Fragged Kingdom) has you level every three sessions (they do assume a session is pretty close to an adventure so you could argue its "every three adventures" but they don't assume long multipart adventures there, each part would probably advance you). FE levels aren't as expansive as most D&D-sphere games make them; they just yield a point of Resource, a point of Influence, and a Trait (kind of a class feature/talent/feat sort of thing where most meaningful advancement in the game comes from). 13th Age does so in a roundabout fashion. You level after every four full heal-ups, and those are assumed to come (approximately; there's discussion of particularly weak or strong encounters changing that), and those are sort-of assumed to come once a session (though people with short sessions might only hit one every two). [/QUOTE]
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